The woman smiles as you list off the items you need and, when completed, stands up and wanders off. A few minutes later, she returns with a wooden crate stacked with dusty flasks, a stack of old torches, a hooded lantern with a dent in it, and a few silver rods about the thickness of a rapier's blade. "Ve don't carry the tingertwigs you vant, but I think these quickfire sticks should do as nicely. Ve picked them up from a wandering merchant from ve otherside of the Mountains of Heaven several years back. A strange man with narrow eyes and vonderous items. You just strike ve quickfire stick against a hard surface like so..."

And with that, the woman whips the end of the silver rod across the counter top, watching with wonder as it briefly flares up before turning a bright red-orange and then slowly smolders. She touches it to a piece of parchment, which immediately catches fire, to display its obvious usefulness.

"...and maybe you might like this better? Ve have only a few more, but I think I might have a good price for you. Shall we say sixteen Ustlavian gold crowns for the lot of it? That includes a dozen torches, a dozen flasks of ve oil to match, a vaterproof - if slightly dented - hooded lantern, and halv a dozen ov these quickfire sticks."

Your trip from the General Store back to the Lorrimor Estate is uneventful. When you arrive, you find Kendra back on the porch, rocking gently and enjoying what appears to be a cup of afternoon tea. She waves as you walk up.

"Yes, they seemed nice enough people. Only gouged us a little but you have to expect that if you are not local. Town seemd to be quiet and happy today. Quite a change from the slicer bugs at the prison."

Creel gathers the others and passes out gear making sure everyone has at least 2 torches, 2 oil flasks and 2 of the firelighters.
"You might want to carry this lamp madeline. In case things get ugly Smith, Sir Rendel and myself will likely have our hands full."
"Are we ready to return and clear that tower?"

Madeline peers out from behind the door of her room. Doing her very best to both show interest, while preserving as much of her modesty and privacy as possible.

"Oh...are we to return to that pace...today..." She glances back into the darkness of her room.

"It's...just that...I haven't finished my..repairs..." She adds hesitantly, hand to her mouth as she is evidently deep in thoughts. Creel might notice that Madeline is but wearing a gown, her bare feet peeking out from beneath its hem.

Folks are really set on going back in...on the same day...which will make it late in the day...as in close to night fall.....Just saying.

"Night will make it difficult." Rendel concedes. "But we msut press on. It would be dark within anyway and the veil of night would prevent less scrupulous eyes from prying on us. We have not yet even entered the prison. In our faith it is expected of us to bring light into dark places."

After gathering supplies, your wits, and enough lights for the evening, you start out toward the old prison north of the sleepy town. The walk takes you only thirty minutes and in the early afternoon, you get to enjoy some of the sights and sounds of the town.

Your group is only 15 minutes outside of the town when you spot, beside the road, what appears to be three or four drunks stumbling around, apparently eating something under a tree. They are about 100 or so feet away and haven't appeared to notice you.

Both of you realize, almost immediately, that the townsfolk appear to be eating part of a recently slaughtered animal, slurping up its uncooked juices.

The animal is about the size of a large dog, covered in dark fur. The townsfolk have a greenish-grey hint to their skin and appear to be moving slower than normal. There is also the slight hint of grave in the air.

Technically, you have no idea what these are. You only know that Madeline said "those are NOT people." Your poor Perception, roll, however, does not permit a Knowledge (religion) roll. Just a friendly reminder to keep it on table ...because we both know what they are, but I'm trying to stay in the spirit of things.

[spoiler=RGM]Sorry, didn't mean to step on toes. That is why I said "when they get close enough"; I figure once they are up close and personal no perception check is required. And my Knowledge (religion) check was actually too low for anything with a DC higher than 0 (DC 10.5 for zombies), so both Vaghn and I were just guessing. If you like I can have him add: "Or maybe ghouls? Vampires? Ooh, I hope they're not vampires..." :P

[i]Vaghn has no idea what is going on, so he awkwardly grabs his whip and waits.[/ooc]

The men... and as they get closer it becomes evident that they were, once, very much men, shamble forward, it becomes evident that these are only the shadows of their former selves, walking, dead versions of the humble farmers they once were.

It takes them close to 20 seconds to reach you, once they are moving. You each have plenty of time to determine what they are. Between you, it's evident! These are zombies!

The one in the fore, still covered in fresh blood, reaches out as it moves toward you. It doesn't appear strong or smart enough to move and strike, giving each of you an ample opportunity to prepare for the assault.

Only those who has a reach weapons will get AoO as the zombies move forward.

[spoiler=RGM]Sorry, didn't mean to step on toes. That is why I said "when they get close enough"; I figure once they are up close and personal no perception check is required. And my Knowledge (religion) check was actually too low for anything with a DC higher than 0 (DC 10.5 for zombies), so both Vaghn and I were just guessing. If you like I can have him add: "Or maybe ghouls? Vampires? Ooh, I hope they're not vampires..." :P

[i]Vaghn has no idea what is going on, so he awkwardly grabs his whip and waits.[/ooc]

Well, it's a little late now. No worries. I need to remember to put stuff like this in the OOC thread anyway!! I know no harm was intended!

As the zombies shamble forward, Mr. Smith steps up, waits for the advantage, and brings his maul down - nearly slamming one of the things to the ground!! It continues to moan, not done completely in by the blow. It shambles forward.

Rendel, still with seconds to spare, readies his blade! When the zombies come within striking distance....

Creel:

Yes, they are evil. They stink badly of it, in fact.

ALL - the zombies are now within reach. Everyone may attack. This is what you see. You are in a line. So are the zombies. Attacks are 1 for 1 unless you move around to flank a zombie. I'm at work and can't set up a map, sorry.

Zombie #1 faces Madeline and Smith. It is injured badly.

Zombie #2 faces Rendel, who is ready with a sword.

Zombie #3 faces Creel, who is ready with his halberd.

Zombie #4 faces Vaghn, who is probably thinking his whip is not a great idea at this point...

Assuming the academic steps back a pace Creel will sidestep into Vaghn's former location.

This means I delay until Vaghn right? The whole dance can be done with 5' steps so no AOO's if I am understanding the rules properly. This does open up a one space alley between Rendal and Creel with Vaghn at the back of it, I almost hope one of them tries to lurch down it.
In any case attacking Zom 4.
Attack with Halberd 1d20 + 5 ⇒ (9) + 5 = 14. Damage 1d10 + 4 ⇒ (6) + 4 = 10.

Vaghn attempts to trip one of the zombies, but fails to catch its leg. He follows Creel's command, slipping behind him and then readies his buckler. He looks a little worried.

Creel, for his part, does not. He brings up his halberd and swings hard, cleaving into the soft zombie flesh with minimal effort. He takes off part of the thing's arm, nearly destroying it. The thing sways slightly, obviously weakened from the attack.

Madeline, seeing Smith still attacking his fallen foe, follows suit. She thrusts downward with her Aldori dueling blade, striking the thing in the chest and finishing it!

Madeline:

Yes, Smith gets to attack again in his initiative! Last attack was from the AoO. I've taken the liberty of resolving that attack for you. Additionally, you also hit and dealt damage to your opponent, who was prone (you received a +4 to hit said opponent, which you did not calculate).

Emboldened by a need to destroy these foul, undead abominations, Rendel steps forward, pivots hard on his left foot, and brings his blade horizontal - decapitating the zombie before him with a single blow!

The remaining two zombies, their hunger as unnatural as their lives, press forward. The first leaps toward Creel, swinging its one good arm at his throat, but missing! 1d20 + 4 ⇒ (5) + 4 = 9, 1d6 + 4 ⇒ (1) + 4 = 5.

With his concentration on the walking corpse, he does not notice the loose stone that he steps on, causing him to temporarily lose his balance and nearly drop his whip. He hopes everyone is too busy to notice this embarrassing event...

Using Creel's diagram above, I believe zombies 1 and 2 are down, zombie 4 is damaged, and zombie 3 is the one I tried to trip last round. Not that it matters, since I failed so badly, but if Smith moves up and drops zombie 3 on his initiative then my trip attempt was against zombie 4. If not, it was against zombie 3. Game on!